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Stephen Gutekanst a75b599279 ecs: add very early-stages entity component system
This is the very, _very_, early stages of an entity component system for Mach. It's not ready
for any real use, but rather is a starting point for further development.

This spawned after [this research issue](https://github.com/hexops/mach/issues/127) in which I got
tons of great information, tips, etc. and much more research that I did after the discussion in that
issue. The idea is to start with this, and continue moulding it into what we want.

As development continues..

* I've created [a room in the Matrix server for anyone who wants to chat](https://matrix.to/#/#ecs:matrix.org)
* I'll be maintaining a blog detailing eerything I've learned and how I'm approaching development of this (as I plan to do for all key parts of Mach.)

The first article in the series:

[Let's build an Entity Component System from scatch (part 1)](https://devlog.hexops.com/2022/lets-build-ecs-part-1)

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-01-16 19:15:02 -07:00
.github CI: update to latest Zig master 2021-12-19 16:15:32 -07:00
dev move GLFW into sub-repository, use git subtree to sync (#42) 2021-10-24 07:19:38 -07:00
ecs ecs: add very early-stages entity component system 2022-01-16 19:15:02 -07:00
glfw glfw: Use anyopaque instead of opaque {} 2022-01-12 18:58:49 -07:00
gpu-dawn gpu-dawn: update to latest glfw get/setUserPointer API (#154) 2022-01-09 20:58:18 -07:00
src glfw: add terminate function 2021-07-16 15:24:45 -07:00
.gitattributes initialize repository 2021-07-04 10:36:34 -07:00
.gitignore gitignore: update to latest from ziglang/zig repo 2021-07-06 20:51:19 -07:00
.gitmodules gpu-dawn: Fix building after the rename of gpu -> gpu-dawn 2021-12-24 00:52:59 -07:00
build.zig constify unmutated variables in build files 2021-11-22 12:59:11 -07:00
LICENSE LICENSE: note directories with a separate LICENSE file 2021-07-05 12:46:20 -07:00
LICENSE-APACHE initialize repository 2021-07-04 10:36:34 -07:00
LICENSE-MIT initialize repository 2021-07-04 10:36:34 -07:00
README.md README: add new website, Matrix chat room 2021-12-14 18:16:45 -08:00

Mach - Game engine & graphics toolkit for the future

Learn more at hexops.com/mach

Join the conversation

Our community exists on Matrix chat, join in and help build the future of game engines & graphics in Zig!

You can also follow @machengine on Twitter for updates.

⚠️ in-development ⚠️

Under heavy development, not ready for use currently.

Supported platforms

Mach is still incredibly early stages, so far we have support for building from the following OS to the following targets:

Building for From macOS x86_64 From macOS M1/aarch64 From Linux x86_64 From Windows x86_64
macOS x86_64
macOS M1/aarch64
Linux x86_64
Windows x86_64
iOS 🏃 🏃 🏃 🏃
Android 🏃 🏃 🏃 🏃
  • Tested and verified via CI.
  • ✔️ Should work, not tested via CI yet.
  • 🏃 Planned or in progress.
  • ⚠️ Implemented, but has known issues (e.g. bugs in Zig.)

Subrepositories / projects

Whether you're interested in using all of Mach, or just some parts of it, you get to choose. Our libraries all aim to have the same zero-fuss installation, cross compilation, and platform support:

  • mach-glfw: Ziggified GLFW bindings with 100% API coverage

Contributing

Mach is maintained as a monorepo. When changed are merged to this repository, we use some git fu to pick out the commits to subdirectories and push them ot sub-repositories. For example, commits to the glfw/ directory also get pushed to the separate mach-glfw repository after being merged here.

There are only two requirements:

  1. Pull requests to sub-repositories must be sent to this monorepo, not to the sub-repository itself - to avoid some annoying merge conflicts that can arise.
  2. Individual commits may not change multiple sub-repositories at the same time (e.g. a commit to glfw/ cannot also include changes to gpu/, to avoid confusion.)